You can cancel all hits of Gen's roll, but the problem is you can't switch stances during an attack. The switch doesn't happen until he hits neutral state. So you can never do something like PPP:s.MK xx roll or roll xx HP super. The only thing you can cancel into is kick super and that's totally useless during ground combos unless roll kills them and the super grabs post-KO. You can also FADC his roll to combo afterwards.Pokey86 wrote:That was ace, i moaned a while ago saying it's a shame Jyasen (Gens Roll) coudln't be FADC's... Noty surprising you work around it :P I also had no idea you could cancel the last hit in to Ultra, is that only for the LP version or can you do that on a HP Roll, that'd be a fantastic hit confirm in to Mantis Super, seeing as his Roll is safe on block. & also, did you prolong the Hands before you did MK hands again? I always thought you could only do the shortest activation if you wanted to combo from it.
Hands increments in levels: 4 hits, 7 hits, 10 hits, and so on. But like it's impossible to do 5 hits unless you get pushed out of range. So i did the 7 hit versions against Abel because that's pretty much the best i could do, since he can't do 3 reps of s.MK xx HP hands against anyone. He comes close but it just doesn't reach. Anyway the 7 hit version works against Abel and Dhalsim, and to a lesser extent Balrog.
Yeah i started out against Abel but Fei Long can't connect close s.LP, close s.MP/s.HP against him. He keeps getting the far versions, so Seth is a better dummy. I posted about it earlier in this thread, when i decided to switch to Seth. The numbers just work out better against him. Unfortunately there was no way to combo all three hits of the last chickenwing because the dizzy numbers don't allow it.Also, like the double hits during your chicken wings to scale stunning enough so that Seth would stun, i presume you was going for big numbers, i know that with all High punches that combo (Minus the extras you did) easily breaks 1,000 on the stun metre, but i'd guess if you did that on Abel you would have had to do less hits to get stun.
The first hit of KKK:j.HK has no juggle potential and unfortunately you can't get the second hit to come out unless the first hit touches the opponent. Otherwise i would've included it. Same deal with upkicks.Tigre III wrote:The vid is great, the Gen combo using the Dhalsim´s Ultra is very creative. The trade set up to connect Oga was very nice, Im surprissed Maj not connect first the jHK (KKK style) and then Ultra, maybe dont work in this case?
There aren't enough projectile ultras in the game to make this work. Dhalsim might be able to do it but there wouldn't be any benefit whatsoever over using Rog's Final TAP as the recharge trigger. I guess theoretically you could have some super fancy setup where Dhalsim throws an ultra which somehow doesn't knock down then he starts doing s.HP over and over as another Sim ultra interrupts him every time from behind, but the hitstun numbers on that are helluva far from working. Sim's hard normals are all slow as hell, plus Yoga Catastrophe causes longer hitstun than normal projectiles.Xenozip. wrote:It'd be kind of interesting to see a fireball interrupt during an ultra that somehow built enough meter for.. another ultra.
Bison's probably the only one with a legitimate shot at making this useful. But he's gotta wait his turn, haha.